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    可扩展 3D (X3D)<br />
    第一部份：架构与基组件</p>

<p class="HeadingClause">3 术语定义、缩略语与缩写形式</p>
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<a name="Definitions"></a>3.1 术语定义</h1>


<p class="Params">ISO/IEC 19775应用下列术语。</p>

  <h2 class="terms"><a name="Activate"></a>3.1.1<br />激活（Activate）</h2>

<p class="Params">致使<i><a href="#SensorNode">传感器节点（Sensor Node）</a> </i>生成一个 &quot;isActive&quot; 
  <i><a href="#Event">事件（Event）</a></i></p>
 
  <h2 class="terms"><a name="Ancestor"></a>3.1.2<br />上级（Ancestor）</h2>

<p class="Params">在<EM><a href="#TransformationHierarchy">层级变换 (Transformation Hierarchy)</a></EM>中另一节点的上级节点
  <br />（译者注：老外对先人－俗称祖宗－可能跟我们理解的不一样，动不动就挂在嘴边。^_^开玩笑的，别见怪。
  其实从场景图层级变换的实质来看，这里只是要表述场景图节点树中一种上级或下级的关系，根本不是程序语言里面“继承”与“被继承”的概念，
  即用中国人的“祖先”或“上代”来翻译我觉得表达不了原意。
  将其译为“上级”，感觉避开了我们印象中的血缘关系，更接近实际意思，待商榷，待商榷。“上级”包括了“上一级”或“上几级”。
  对应的概念是<i><a href="#Descendent">Descendent</a></i>，同样地，也没有译为“后级”而是译为“下级”）
  </p>
 
  <h2 class="terms"><a name="Author"></a>3.1.3<br />作者（Author）</h2>

<p class="Params">创建<i><a href="#X3DFile">X3D文件</a></i>的人或媒介（译者注：媒介指某些编辑／生成工具） </p>
 
  <h2 class="terms"><a name="AuthoringTool"></a>3.1.4<br />创作工具（Authoring Tool）</h2>

<p class="Params">请查看 <i><a href="#Generator">生成器（Generator）</a></i>.</p>
 
  <h2 class="terms"><a name="Avatar"></a>3.1.5<br />替身（Avatar）</h2>

<p class="Params"><i><a href="#User">用户（User）</a></i>在X3D<i><a href="#World">世界（World）</a></i>
中的抽象表现形式。(译者注：Avatar亦作虚拟化身讲)</p>
  
  <h2 class="terms"><a name="Bearing"></a>3.1.6<br />轴线（Bearing）</h2>

<p class="Params">直线，straight line passing through the <i><a href="#Pixel">pointer</a></i> 
location in the direction of the pointer</p>
 
  <h2 class="terms"><a name="BindingNode"></a>3.1.7<br />可绑定节点（Bindable Node）</h2>

<p class="Params"> 一种<i><a href="#Node">节点(Node)</a></i>，
允许在一个<i><a href="#SceneGraph">场景图（Scene Graph）</a></i>中有多个
<i><a href="#Instance">实例（Instance）</a></i>，
但在任何<i><a href="#Time">时（Time）</a></i>刻都只有一个实例处于激活状态</p>
 
  <h2 class="terms"><a name="Browser"></a>3.1.8<br />浏览器（Browser）</h2>

<p class="Params">计算机程序，解析<i><a href="#X3DFile">X3D文件</a></i>，
将它们的内容在<a href="#DisplayDevice">显示设备（Display Device）</a></i>上
展示给<i><a href="#User">用户（User）</a></i>，并允许用户通过用户接口与X3D文件定义的
<i><a href="#World">世界（World）</a></i>进行交互</p>
 
  <h2 class="terms"><a name="BrowserExtension"></a>3.1.9<br />浏览器扩展（Browser Extension）</h2>

<p class="Params">采用原型机制定义的<a href="#Node"><i>节点（Node）</i></a>，
被特定的<i><a href="#Browser">浏览器（Browser）</a></i>所理解</p>
 
  <h2 class="terms"><a name="Built-InNode"></a>3.1.10<br />内置节点（Built-in Node）</h2>

<p class="Params"> 在ISO/IEC 19775中显式定义的一个<EM><a href="#Node">节点（Node）</a></EM>
 <i><a href="#NodeType">类型（Type）</a></i> </p>
 
  <h2 class="terms"><a name="Callback"></a>3.1.11<br />回调（Callback）</h2>

<p class="Params"><i><a href="#ScriptingLanguage">脚本语言（Scripting Language）</a></i>中定义的，在<i><a href="#Event">事件（Event）</a></i>执行结束调用的函数
<br />（译者注：回调函数是一个很有用，也很重要的概念。当发生某种事件时，系统或其他函数将会自动调用你定义的一段函数。）</p>
 
  <h2 class="terms"><a name="Child"></a>3.1.12<br />子对象（Child）</h2>
  
<p class="Params">某一个<EM><a href="#ChildrenNode">子式节点（Children Node）</a></EM>的实例
<br />（译者注：子式节点是相对于<a href="#GroupingNode">编组节点</a>的一个概念，是说该类节点下不能包含其它造型节点了，
而并无父与子的这种继承意义。这也是译者自创的一个词，有待商榷。）
</p>

  <h2 class="terms"><a name="ChildrenNode"></a>3.1.13<br />子式节点（Children Node）</h2>

<p class="Params">是<EM><a href="#NodeType">节点类型（Node Type）</a></EM>里面的一种，
其实例可以集合起来成一个组，从而共享依赖于<EM><a href="#GroupingNode">编组节点（Grouping Node）</a></EM>的一些特定的属性。</p>
 
  <h2 class="terms"><a name="ClientSystem"></a>3.1.14<br />客户端系统（Client System）</h2>

<p class="Params">计算机系统，依附于<i><a href="#Network">网络（Network）</a></i>，靠另外一台计算机（服务器）完成基本处理功能。</p>
 
  <h2 class="terms"><a name="CollisionProxy"></a>3.1.15<br />碰撞替代（Collision Proxy）</h2>
<p class="Params"> <i><a href="#Node">节点（Node）</a></i>，在碰撞检测时用作Collision节点所有子对象的替代。
<br />（译者注：Proxy本意代理。碰撞检测要花费大量的处理时间，为提高对复杂物体的碰撞检测速度，
可在Collision节点的Proxy域指定某一更为简单的几何体作为该形体的替身，
它与被替代的原对象具有大致相同的外形。这样，一旦用户与简单图形发生碰撞，
那么原来需要进行碰撞检测的部分也跟着进行了碰撞检测，用简单图形替代了复杂图形的碰撞检测，可大大减少检测时间。）
</p>
 
  <h2 class="terms"><a name="ColourModel"></a>3.1.16<br />色彩模型（Colour Model）</h2>

<p class="Params">通过显式参数表征多彩的空间</p>
 
  <h2 class="terms"><a name="Culling"></a>3.1.17<br />剔除（Culling）</h2>

<p class="Params">为了生成所期望的<i><a href="#World">世界（World）</a></i>视图，
识别出不需要浏览器再处理的<i><a href="#Object">对象（Object）</a></i>或对象的零件的程序</p>
 
  <h2 class="terms"><a name="Descendent"></a>3.1.18<br />下级（Descendant）</h2>

<p class="Params">在<EM>
<a href="#TransformationHierarchy">层级变换（Transformation Hierarchy）</a></EM>
中另一<i><a href="#Node">节点（Node)</a></i>的下级节点－一个 <i><a href="#ChildrenNode">子式节点（Children Node）</a></i>
<br />（译者注：请参考<i><a href="#Ancestor">Ancestor</a></i>）
</p>

  <h2 class="terms"><a name="DisplayDevice"></a>3.1.19<br />显示设备（Display Device）</h2>

<p class="Params">渲染X3D<i><a href="#World">世界（World）</a></i>的显示设备</p>
 
  <h2 class="terms"><a name="DragSensor"></a>3.1.20<br />拖拽式传感器（Drag Sensor）</h2>

<p class="Params"> <i><a href="#PointingDeviceSensor">定点输入设备传感器（Pointing Device Sensor）</a></i>
引发响应对光标移动的<i><a href="#Event">事件（Event）</a></i>生成。</p>
 
  <h2 class="terms"><a name="EnvironmentalSensor"></a>3.1.21<br /> 环境传感器（Environmental Sensor）</h2>

<p class="Params">传感器<i><a href="#Node">节点（Node）</a></i>，基于在<EM><a href="#World">世界（World）</a></EM>中视点（Viewpoint）所处位置或世界中相对某些对象的位置生成事件</p>
 
  <h2 class="terms"><a name="Event"></a>3.1.22<br />事件（Event）</h2>

<p class="Params">由一个<i><a href="#Node">节点（Node）</a></i>向另外一个节点发送<i><a href="#Route">路由（Route）</a></i>中定义的消息</p>
 
  <h2 class="terms"><a name="EventCascade"></a>3.1.23<br />事件级联（Event Cascade）</h2>

<p class="Params">所有由脚本（Script）或传感器引发的一系列被认为是已经同时发生的<i><a href="#Event">事件（Event）</a></i>，
它们沿着一条或多条<a href="#Route">路由（Route）</a></i>在<i><a href="#Node">节点（Node）</a></i>之间传递。
<br />（译者注：Cascade这个词译作“层叠”似乎更加反映原意,CSS不是译作“层叠样式表”么。读着这些ISO标准制定者的英文，不由一阵寒意袭上心头，老外E文水平也不怎样嘛，毫无语法可言！
看来学好英文不仅是中国人的事，也是全世界人民的事啊！
附其原文：sequence of events initiated by a script or sensor event and propagated 
from node to node along one or more  routes all of which are considered to have occurred simultaneously）
</p>
 
  <h2 class="terms"><a name="ExecutionModel"></a>3.1.24<br />事件执行模型（Execution Model）</h2>

<p class="Params"><i><a href="#Browser">浏览器（Browser）</a></i>与脚本处理<i><a href="#Event">事件（Event）</a></i>的规则</p>
 
  <h2 class="terms"><a name="ExternalPrototype"></a>3.1.25<br />外部原型（External Prototype）</h2>

<p class="Params"> <i>外部文件中定义和<i><a href="#URL">URL</a></i>引用的<a href="#Prototype">原型（Prototype）</a></i></p>
 
  <h2 class="terms"><a name="Field"></a>3.1.26<br />域（Field）</h2>

<p class="Params"><i><a href="#Node">节点（Node）</a></i>的参数或属性
<br />（译者注：Field的“域”的译法源自VRML，借用了数学中的一个概念。
在计算机中Field这个词一般译作“字段”，比如我们熟悉的数据库中的那个“字段”。
个人感觉应该译为“属性字段”）
</p>
 
  <h2 class="terms"><a name="FieldName"></a>3.1.27<br />域名（Field Name）</h2>

<p class="Params"><i><a href="#Field">域（Field）</a></i>的标识符
<br />（译者注：此域名（Field Name）非彼域名（Domain Name）也，其实译作“字段名”多好。
域只是一个抽象概念，域名才是我们实践时要用到的，比如设定Box的尺寸，我们要用域名为size的字段去指定。）
</p>
 
  <h2 class="terms"><a name="Frame"></a>3.1.28<br />帧（Frame）</h2>

<p class="Params">在<A
HREF="#DisplayDevice">显示设备（Display Device）</a></i>上X3D<i><a href="#World">世界（World）</a></i>的单幅渲染视图，
或在仿真中的单个时间步长的视图（a single time-step in a 
simulation）。<br />
（译者注：网络辞典中对帧的解释：就是影像动画中最小单位的单幅影像画面，相当于电影胶片上的每一格镜头。
一帧就是一副静止的画面，连续的帧就形成动画，如电视图像等。
我们通常说帧数，简单地说，就是在1秒钟时间里传输的图片的帧数，
也可以理解为图形处理器每秒钟能够刷新几次，通常用fps（Frames Per Second）表示。
每一帧都是静止的图像，快速连续地显示帧便形成了运动的假象。高的帧率可以得到更流畅、更逼真的动画。
每秒钟帧数 (fps) 越多，所显示的动作就会越流畅。）
</p>
 
  <h2 class="terms"><a name="Generator"></a>3.1.29<br />生成器（Generator）</h2>

<p class="Params">创建<i><a href="#X3DFile">X3D文件</a></i>的计算机程序</p>
 
  <h2 class="terms"><a name="GeometricPropertyNode"></a>3.1.30<br />几何属性节点（Geometric Property Node）</h2>

<p class="Params">用于定义特定的几何造型节点（Geometry Node）属性的<i><a href="#Node">节点（Node）</a></i>

</p>
 
  <h2 class="terms"><a name="GeometryNode"></a>3.1.31<br />几何节点（Geometry Node）</h2>

<p class="Params">包含了对点（Point）、线（Line）、面（Surface）、文本字符串（Text String）与实体（Solid）的数学描述的<i><a href="#Node">节点（Node）</a></i> 
<br />
（译者注：从字义来看，应该翻译为“几何节点”，但国人一般译作“几何造型节点”）
</p>
 
  <h2 class="terms"><a name="Grab"></a>3.1.32<br />抓取（Grab）</h2>

<p class="Params">从当前激活的<a href="#PointingDevice">定点输入设备（Pointing Device）</a>接收<i><a href="#Event">事件（Event）</a></i></p>
 
  <h2 class="terms"><a name="GroupingNode"></a>3.1.33<br />编组节点（Grouping Node）</h2>

<p class="Params"><EM><a href="#NodeType">节点类型（Node Type）</a></EM>的一种，能包含一系列称为其<i><a href="#ChildrenNode">子式节点（Children Node）</a></i>的节点</p>
 
<h2 class="terms"><a name="HostApplication"></a>3.1.34<br>主机应用程序（Host Application）</h2>
<p class="Params">
client application with which the <i><a href="#Browser">browser</a></i> 
communicates using the SAI
<br />（译者注：一般可称之为“服务器端应用程序”）
</p>
 
  <h2 class="terms"><a name="Image"></a>3.1.35<br />图像（Image）</h2>

<p class="Params">像素(Pixel)值构成的二维矩形阵列</p>
 
  <h2 class="terms"><a name="Immersive"></a>3.1.36<br />沉浸式的（Immersive)</h2>

<p class="Params">让人产生幻觉，感觉身处计算机所生成场景中
<br />（译者注：Immersive原意“身临其境的”，在虚拟现实中一般译作“沉浸式的、沉浸性的”）
</p>
 
  <h2 class="terms"><a name="In-lining"></a>3.1.37<br />内嵌（in-lining）</h2>

<p class="Params">mechanism by which one <i><a href="#X3DFile">X3D file</a></i> is 
hierarchically included in another</p>
 
  <h2 class="terms"><a name="Instance"></a>3.1.38<br />实例（Instance）</h2>

<p class="Params">the <a href="#Node"> <i>node</i></a><span style="text-decoration: none"> 
created by an instantiation</span></p>
 
  <h2 class="terms"><a name="Instance"></a>3.1.39<br />实例化（Instantiation）</h2>

<p class="Params">the creation of a <a href="#Node"> <i>node</i></a> based on 
its <i><a href="#NodeType">node type</a></i></p>
 
  <h2 class="terms"><a name="InterpolatorNode"></a>3.1.40<br />插值器节点（Interpolator Node）</h2>

<p class="Params"> <i><a href="#Node">node</a></i> that defines a piece-wise linear 
interpolation</p>
 
  <h2 class="terms"><a name="Intranet"></a>3.1.41<br />内部网（Intranet）</h2>

<p class="Params">private <i><a href="#Network">network</a></i> that uses the same protocols 
  and standards as the Internet</p>
 
  <h2 class="terms"><a name="LevelOfDetail"></a>3.1.42<br />细节层次（level of detail）</h2>

<p class="Params">amount of detail or complexity which is displayed at any particular <i><a href="#Time">time</a></i> 
  for any particular <i><a href="#Object">object</a></i>
<br />（译者注：感觉对LOD这个缩写更熟悉一些）
</p>
 
  <h2 class="terms"><a name="LineTerminator"></a>3.1.43<br />行终止符（Line Terminator）</h2>

<p class="Params">linefeed character (0x0A) and/or carriage return character (0x0D)</p>
 
  <h2 class="terms"><a name="Loop"></a>3.1.44<br />循环（Loop）</h2>

<p class="Params">sequence of <i><a href="#Event">events</a></i> which would result in a specific 
event generator sending more than one event with the 
  same <EM><a href="#Timestamp">timestamp</a></EM></p>
 
  <h2 class="terms"><a name="Multimedia"></a>3.1.45<br />多媒体（Multimedia）</h2>

<p class="Params">integrated presentation, typically on a computer, of content of various 
types, such as computer graphics, audio, and video</p>
 
  <h2 class="terms"><a name="Network"></a>3.1.46<br />网络（Network）</h2>

<p class="Params">set of interconnected computers</p>
 
  <h2 class="terms"><a name="Node"></a>3.1.47<br />节点（Node）</h2>

<p class="Params">fundamental component of a <i><a href="#SceneGraph">场景图（Scene Graph）</a></i></p>
 
  <h2 class="terms"><a name="NodeType"></a>3.1.48<br />节点类型（Node Type）</h2>

<p class="Params">characteristic of each <i><a href="#Node">node</a></i> that describes, in 
general, its particular semantics</p>
 
  <h2 class="terms"><a name="Object"></a>3.1.49<br />对象（Object）</h2>

<p class="Params">collection of data and procedures, packaged according to the rules and syntax 
  defined in this part of ISO/IEC 19775</p>
 
<p class="Params"><span style="font-size: 90%">Note: This term is usually synonymous with
</span> <i><span style="font-size: 90%"><a href="#Node">node</a>.</span></i></p>
 
<h2 class="terms"><a name="OrderOfPreference"></a>3.1.50<br>优先顺序（Order of Preference）</h2>
<p class="Params">
order (specified by the user) in which a list of <i><a href="#Field">field</a></i> 
values is processed by the <i><a href="#Browser">browser</a></i></p>
 
  <h2 class="terms"><a name="Panorama"></a>3.1.51<br />全景（Panorama）</h2>

<p class="Params">background texture that is placed behind all geometry in the scene and in 
  front of the ground and sky</p>
 
  <h2 class="terms"><a name="Parent"></a>3.1.52<br />parent</h2>

<p class="Params">某<EM><A HREF="#GroupingNode">编组节点（Grouping Node）</a></EM>的一个<EM><a href="#Node">节点（Node)</a></EM>实例</p>
 
  <h2 class="terms"><a name="Pixel"></a>3.1.53<br />像素（Pixel）</h2>

<p class="Params">one element of an <a href="#Image">image</a> specified as a 
matrix of colour elements</p>
 
  <h2 class="terms"><a name="Pointer"></a>3.1.54<br />指针（Pointer）</h2>

<p class="Params">location and direction in the <i><a href="#VirtualWorld">virtual world</a></i> 
  defined by the <i><a href="#PointingDevice">pointing device</a></i> with which the 
  <i><a href="#User">user</a></i> is currently interacting with the virtual 
world</p>
 
  <h2 class="terms"><a name="PointingDevice"></a>3.1.55<br />pointing device</h2>

<p class="Params">hardware device connected to the <i><a href="#User">user's</a></i> computer 
  by which the user directly controls the location and direction of the <i>
<a href="#Pixel">pointer</a></i></p>
 
  <h2 class="terms"><a name="PointingDeviceSensor"></a>3.1.56<br />pointing device sensor</h2>

<p class="Params">sensor <i><a href="#Node">node</a></i> that generates <i><a href="#Event">events</a></i> 
  based on <i><a href="#User">user</a></i> actions, such as <i><a href="#PointingDevice">pointing 
  device</a></i> motions or button activations</p>
 
  <h2 class="terms"><a name="Polyline"></a>3.1.57<br />折线（polyline）</h2>

<p class="Params">分段的线性曲线</p>
 
  <h2 class="terms"><a name="Profile"></a>3.1.58<br />Profile</h2>

<p class="Params">named collection of criteria for functionality and conformance that defines 
  an implementable subset of a standard
 <br />（译者注：说明见http://www.web3dcn.org/about/overview/。只能以英文原词让大家自己去领悟。 ） 
  </p>
 
  <h2 class="terms"><a name="Prototype"></a>3.1.59<br />原型（Prototype）</h2>

<p class="Params">definition of a new <i><a href="#NodeType">node type</a></i> in terms of 
  the <i><a href="#Node">nodes</a></i> defined in this part of ISO/IEC 19775</p>
 
  <h2 class="terms"><a name="Prototyping"></a>3.1.60<br />原型设计（Prototyping）</h2>

<p class="Params">mechanism for extending the set of <i><a href="#NodeType">node types</a></i> 
  from within a <i><a href="#X3DFile">X3D file</a></i></p>
 
  <h2 class="terms"><a name="Route"></a>3.1.61<br />路由（Route）</h2>

<p class="Params">connection between a <i><a href="#Node">node</a></i> generating an <i><a href="#Event">event</a></i> 
and a node receiving the event</p>
 
  <h2 class="terms"><a name="SceneGraph"></a>3.1.62<br />场景图（Scene Graph）</h2>

<p class="Params">ordered collection of <EM><a href="#GroupingNode">grouping nodes</a></EM><i> 
  </i>and other nodes</p>
 
  <h2 class="terms"><a name="Script"></a>3.1.63<br />脚本（Script）</h2>

<p class="Params">set of procedural functions normally executed as part of an <EM><A
HREF="#EventCascade">event cascade</a></EM></p>
 
  <h2 class="terms"><a name="Scripting"></a>3.1.64<br />脚本编写（Scripting）</h2>

<p class="Params">process of creating or referring to a script</p>
 
  <h2 class="terms"><a name="ScriptingLanguage"></a>3.1.65<br />脚本语言（Scripting Language)</h2>

<p class="Params">system of syntactical and semantic constructs used to define and automate 
procedures and processes on a computer</p>
 
  <h2 class="terms"><a name="SensorNode"></a>3.1.66<br />传感器节点（Sensor Node）</h2>

<p class="Params"> <i><a href="#Node">node</a></i> that enables the <i><a href="#User">user</a></i> 
  to interact with the <i><a href="#World">world</a></i> in the scene graph 
hierarchy</p>
 
  <h2 class="terms"><a name="SeparatorCharacter"></a>3.1.67<br />分隔符（Separator Character）</h2>

<p class="Params"> <i><a href="#UTF-8">UTF-8</a></i> character used to separate syntactical 
  entities in an <i><a href="#X3DFile">X3D file</a></i></p>
 
  <h2 class="terms"><a name="Sibling"></a>3.1.68<br />同胞（Sibling）</h2>

<p class="Params"> <EM><a href="#Node">node</a></EM> which shares a <EM><a href="#Parent">parent</a></EM> 
with other nodes</p>
 
  <h2 class="terms"><a name="SimulationTick"></a>3.1.69<br />simulation tick</h2>

<p class="Params">smallest time unit capable of being identified in a digital simulation of 
analog time</p>
 
  <h2 class="terms"><a name="SpecialGroupNode"></a>3.1.70<br />special group node</h2>

<p class="Params"> <i><a href="#GroupingNode">grouping node</a></i> that exhibits special behaviour 
(<i>e.g.</i>, Switch or LOD)</p>
 
<h2 class="terms"><a name="Texel"></a>3.1.71<br />T像素（Texel）</h2>
<p class="Params">
<a href="#Pixel">pixel</a> in an <a href="#Image">image</a> used as a <a href="#Texture">texture</a>，纹理上的像素点</p>

  <h2 class="terms"><a name="Texture"></a>3.1.72<br />纹理（Texture）</h2>

<p class="Params"> <i><a href="#Immersive">image</a></i> used to create visual appearance effects when applied to <i><a href=
"#GeometryNode">geometry nodes</a></i></p>
 
  <h2 class="terms"><a name="TextureCoordinates"></a>3.1.73<br />纹理坐标（Texture Coordinate）</h2>

<p class="Params">set of coordinates used to map a texture to geometry</p>
 
<h2 class="terms"><A NAME="Time"></A>3.1.74<br>时间（Time）</h2>

<p class="Params">monotonically increasing value generated by a node</P>

  <h2 class="terms"><a name="Timestamp"></a>3.1.75<br />时间戳（TimeStamp）</h2>

<p class="Params">that part of an <i><a href="#Event">event</a> </i>that describes the time 
  the <i><a href="#Event">event</a></i> occurred and that caused the message to 
be sent</p>
 
  <h2 class="terms"><a name="TransformationHierarchy"></a>3.1.76<br />层级变换（Transformation Hierarchy）</h2>

<p class="Params">subset of the <EM><a href="#SceneGraph">scene graph</a></EM> consisting 
  of <EM><a href="#Node">nodes</a></EM> that have well-defined coordinate 
systems</p>
 
  <h2 class="terms">3.1.77<br />透明块（Transparency Chunk）</h2>

<p class="Params">section of a PNG file containing transparency information (derived from
<a href="references.html#[I15948]">ISO/IEC 15948</a>)</p>
 
  <h2 class="terms"><a name="Traverse"></a>3.1.78<br />遍历（Traverse）</h2>

<p class="Params">process the <i><a href="#Node">nodes</a></i> in a <i><a href="#SceneGraph">scene 
  graph</a></i> in the correct order</p>
 
  <h2 class="terms"><a name="User"></a>3.1.79<br />用户（User）</h2>

<p class="Params">person or agent who uses and interacts with <i><a href="#X3DFile">X3D files</a></i> 
  by means of a <i><a href="#Browser">browser</a></i></p>
 
  <h2 class="terms"><a name="Viewer"></a>3.1.80<br />察看器（Viewer）</h2>

<p class="Params">location, direction, and viewing angle in a <i><a href="#VirtualWorld">virtual 
  world</a></i> that determines the portion of the virtual world presented by 
  the <i><a href="#Browser">browser</a></i> to the <i><a href="#User">user</a></i></p>
 
  <h2 class="terms"><a name="VirtualWorld"></a>3.1.81<br />虚拟世界（Virtual World）</h2>

<p class="Params">See <i><a href="#World">world</a></i>.</p>
 
  <h2 class="terms"><a name="WhiteSpace"></a>3.1.82<br />空白（White Space）</h2>

<p class="Params">one or more consecutive occurrences of a <font color="#FF0000"> <EM><a href="#SeparatorCharacter">separator 
  character</a></EM></font></p>
 
  <h2 class="terms"><a name="World"></a>3.1.83<br />世界（World）</h2>

<p class="Params">collection of one or more <i><a href="#X3DFile">X3D files</a></i> and other 
  multimedia content that, when interpreted by an <i><a href="#X3DBrowser"> X3D 
  browser</a></i>, presents an interactive experience to the <i><a href="#User">user</a></i> 
  consistent with the <i><a href="#Author">author's</a></i> intent</p>
 
  <h2 class="terms"><a name="WorldCoordinateSpace"></a>3.1.84<br />世界坐标空间（World Coordinate Space）</h2>

<p class="Params">coordinate system in which each X3D <i><a href="#World">world</a></i> is 
defined</p>
 
  <h2 class="terms"><a name="X3DBrowser"></a>3.1.85<br />X3D浏览器（Browser）</h2>

<p class="Params">See <i><a href="#Browser">browser</a></i>.</p>
 
  <h2 class="terms"><a name="X3DDocumentServer"></a>3.1.86<br />X3D文档服务器（Document Server）</h2>

<p class="Params">computer program that locates and transmits <i><a href="#X3DFile">X3D file</a></i>s 
  and supporting files in response to requests from <i><a href=
"#Browser">browsers</a></i></p>
 
  <h2 class="terms"><a name="X3DFile"></a>3.1.87<br />X3D文件</h2>

<p class="Params">set of X3D nodes and statements as defined in this part of ISO/IEC 19775</p>
 
  <h2 class="terms"><a name="XYPlane"></a>3.1.88<br />XY平面（Plane）</h2>

<p class="Params">plane perpendicular to the Z-axis that passes through the point Z = 0.0</p>
 
  <h2 class="terms"><a name="YZ Plane"></a>3.1.89<br />YZ平面（Plane）</h2>

<p class="Params">plane perpendicular to the X-axis that passes through the point X = 0.0</p>
 
  <h2 class="terms"><a name="ZXPlane"></a>3.1.90<br />ZX平面（Plane）</h2>

<p class="Params">plane perpendicular to the Y-axis that passes through the point Y = 0.0</p>

<h1><img class="cube" src="../Images/cube.gif" alt="cube" />
<a name="AcronymsAndAbbreviations"></a>3.2 缩略语与缩写形式</h1>


<p>For the purposes of this part of ISO/IEC 19775, the following expansion of 
acronyms and abbreviations apply:</p>
 
  <h2 class="terms"><a name="CAD"></a>3.2.1<br />CAD</h2>

<p class="Params">Computer-Assisted Design</p>
 
  <h2 class="terms"><a name="HSV"></a>3.2.2<br />HSV</h2>

<p class="Params">Hue, Saturation, and Value colour model</p>
 
<p class="TermRef"> [<a href="bibliography.html#[FOLEY]">FOLEY</a>]</p>
 
  <h2 class="terms"><a name="JPEG"></a>3.2.3<br />JPEG</h2>

<p class="Params">Joint Photographic Experts Group</p>
 
<p class="TermRef">[<a href="references.html#[JPEG]">ISO/IEC 10918-1</a>]</p>
 
  <h2 class="terms"><a name="MIDI"></a>3.2.4<br />MIDI</h2>

<p class="Params">乐器数字化接口（Musical Instrument Digital Interface）。 A standard for digital 
music representation</p>
 
<p class="TermRef">[<a href="references.html#[MIDI]">MIDI</a>]</p>
 
  <h2 class="terms"><a name="MIME"></a>3.2.5<br />MIME</h2>

<p class="Params">多用途互联网邮件扩展协议（Multipurpose Internet Mail Extension）</p>
 
<p class="TermRef">[<a href="references.html#[RFC2077]">IETF RFC2077</a>]</p>
 
  <h2 class="terms"><a name="MPEG"></a>3.2.6<br />MPEG</h2>

<p class="Params">运动图像专家组（Moving Picture Experts Group）</p>
 
<p class="TermRef">[<a href="references.html#[I11172_1]">ISO/IEC 11172-1</a>]</p>
 
  <h2 class="terms"><a name="PNG"></a>3.2.7<br />PNG</h2>

<p class="Params">流式网络图形（Portable Network Graphics）. A specification for representing two-dimensional 
  images in <EM style="font-style: normal">files </EM></p>
 
<p class="TermRef">[<a href="references.html#[I15948]">ISO/IEC 15948</a>]</p>
 
  <h2 class="terms"><a name="RGB"></a>3.2.8<br />RGB</h2>

<p class="Params">Red, Green, and Blue colour model</p>
 
<p class="TermRef">[<a href="bibliography.html#[FOLEY]">FOLEY</a>]</p>
 
  <h2 class="terms"><a name="RURL"></a>3.2.9<br />RURL</h2>

<p class="Params">Relative Uniform Resource Locator</p>
 
<p class="TermRef">[<a href="references.html#[RFC1808]">IETF RFC1808</a>]</p>
 
  <h2 class="terms"><a name="RURL"></a>3.2.10<br />SAI</h2>

<p class="Params">Scene Access Interface</p>
 
<p class="TermRef">[<a href="references.html#[I19775_2]">ISO/IEC 19775-2</a>]</p>
 
  <h2 class="terms"><a name="UCS"></a>3.2.11<br />UCS</h2>

<p class="Params">Universal multiple-octet coded Character Set</p>
 
<p class="TermRef">[<a href="references.html#[I10646]">ISO/IEC 10646</a>]</p>
 
  <h2 class="terms"><a name="URL"></a>3.2.12<br />URL</h2>

<p class="Params">Uniform Resource Locator</p>
 
<p class="TermRef">[<a href="references.html#[RFC1738]">IETF RFC1738</a>]</p>
 
  <h2 class="terms"><a name="URN"></a>3.2.13<br />URN</h2>

<p class="Params">Universal Resource Name</p>
 
<p class="TermRef">[<font color="#FF0000"><a href="references.html#[RFC2141]">IETF 
RFC2141</a></font>]</p>
 
  <h2 class="terms"><a name="UTF-8"></a>3.2.14<br />UTF-8</h2>

<p class="Params">variable-length 8-bit Universal multiple-octet coded character 
set Transformation Format</p>
 
<p class="TermRef">[<a href="references.html#[I10646]">ISO/IEC 10646</a>]</p>
 
<p class="Params">
<img class="x3dbar" src="../Images/x3dbar.png" alt="--- X3D separator bar ---" width="430" height="23"></p>

</body>
</html>
